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HTML

              
                <div id="app"></div>

<div id="slides" data-slides>
  <div class="slide" data-slide data-current>
    <span class="slide__title font-display" data-slide-title>
      From the depths of the sea
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      you can't hear any sound, only your heartbeat
    </span>
  </div>

  <div class="slide" data-slide>
    <span class="slide__title font-display" data-slide-title>
      The real colors of nature
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      come out in Autumn, when the leaves start falling
    </span>
  </div>

  <div class="slide" data-slide>
    <span class="slide__title font-display" data-slide-title>
      Kids are the future of our world
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      It's our duty to preserve it
    </span>
  </div>

  <div class="slide" data-slide>
    <span class="slide__title font-display" data-slide-title>
      "I like trains"
    </span>

    <span class="slide__subtitle font-body" data-slide-subtitle>
      [dott. Sheldon Cooper]
    </span>
  </div>
</div>

<div id="controls">
  <button class="font-display" data-dir="-1">Previous</button>
  <button class="font-display" data-dir="1">Next</button>
</div>

<script type="x-shader/x-fragment" data-fragment-shader>
  precision highp float;

  uniform vec2 uScreenSize;
  uniform float uProgress;
  uniform sampler2D uTexture0;
  uniform vec2 uTexture0Size;
  uniform sampler2D uTexture1;
  uniform vec2 uTexture1Size;
  uniform float uRotationDirection;

  varying vec2 vUv;

  #define PI 3.14159265359

  float Circle(in vec2 st, in float radius, in float blur){
    return 1. - smoothstep(radius - (radius*blur), radius+(radius*blur), dot(st,st) * 4.0);
  }

  mat2 Rotate(float angle) {
    return mat2(
      cos(angle), -sin(angle),
      sin(angle), cos(angle)
    );
  }

  vec2 calculateTextureUV(vec2 st, vec2 textureSize) {
    // An implementation of CSS `background-size: cover`
    // using http://stackoverflow.com/a/6565988 and my own crappy math
    vec2 s = uScreenSize; // Screen
    vec2 i = textureSize; // Image
    float rs = s.x / s.y;
    float ri = i.x / i.y;
    vec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x);
    vec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new;
    vec2 uv = st * s / new + offset;

    return uv;
  }

  void main() {
    vec2 st = vUv;

    // UVs used to align the circular masks at the center of the screen
    vec2 centeredST = vUv - 0.5;
    centeredST.x *= uScreenSize.x / uScreenSize.y;

    vec3 color = vec3(0.0);

    vec2 tex0UV = calculateTextureUV(st, uTexture0Size);
    vec2 tex1UV = calculateTextureUV(st, uTexture1Size);


    /*
     * Background
     */
    float scale = (1.0 - smoothstep(0.45, 0.9, uProgress)*0.1);
    vec2 uv0_A = (tex0UV - 0.5) * scale + 0.5;

    scale = (0.9 + smoothstep(0.3, 1.0, uProgress)*0.1);
    vec2 uv0_B = (tex1UV - 0.5) * scale + 0.5;

    float progress = smoothstep(1.0, 0.65, uProgress);

    vec3 t0_A  = texture2D(uTexture0, uv0_A).rgb;
    vec3 t0_B  = texture2D(uTexture1, uv0_B).rgb;
    vec3 t0 = mix(t0_B, t0_A, progress);

    color = t0;


    /*
     * Big circle
     */

    // Scaled UVs
    scale = (1.0 - smoothstep(0.3, 1.0, uProgress)*0.5);
    vec2 uv1_A = (tex0UV - 0.5) * scale + 0.5;

    scale = (0.2 + smoothstep(0.4, 0.8, uProgress)*0.8);
    vec2 uv1_B = (tex1UV - 0.5) * scale + 0.5;

    // Rotated UVs
    float rotation = PI*smoothstep(0.25, 0.95, uProgress)*uRotationDirection;
    uv1_A = (uv1_A - 0.5)*Rotate(rotation) + 0.5;
    uv1_B = (uv1_B - 0.5)*Rotate(PI+rotation) + 0.5;

    // Mask
    float c1 = Circle(centeredST, 2.4, 0.01);

    // Change the opacity of the texture
    progress = smoothstep(0.9, 0.5, uProgress);

    // Masked texture
    vec3 t1_A = texture2D(uTexture0, uv1_A).rgb;
    vec3 t1_B = texture2D(uTexture1, uv1_B).rgb;
    vec3 t1 = mix(t1_B, t1_A, progress);
    t1 *= c1;

    // Remove this mask from the previous layer
    t0 *= 1.0 - c1;


    /*
     * Medium circle
     */

    // Scaled UVs
    scale = (1.0 - smoothstep(0.2, 0.95, uProgress)*0.6);
    vec2 uv2_A = (tex0UV - 0.5) * scale + 0.5;

    scale = (0.2 + smoothstep(0.2, 0.95, uProgress)*0.8);
    vec2 uv2_B = (tex1UV - 0.5) * scale + 0.5;

    // Rotated UVs
    rotation = PI*smoothstep(0.2, 0.9, uProgress)*uRotationDirection;
    uv2_A = (uv2_A - 0.5)*Rotate(rotation) + 0.5;
    uv2_B = (uv2_B - 0.5)*Rotate(PI+rotation) + 0.5;

    // Mask
    float c2 = Circle(centeredST, 1.0, 0.01);

    // Change the opacity of the texture
    progress = smoothstep(0.85, 0.4, uProgress);

    // Masked texture
    vec3 t2_A = texture2D(uTexture0, uv2_A).rgb;
    vec3 t2_B = texture2D(uTexture1, uv2_B).rgb;
    vec3 t2 = mix(t2_B, t2_A, progress);
    t2 *= c2;

    t1 *= 1.0 - c2; // Remove this mask from the previous layer


    /*
     * Small circle
     */

    // Scaled UVs
    scale = (1.0 - smoothstep(0.1, 0.9, uProgress)*0.85);
    vec2 uv3_A = (tex0UV - 0.5) * scale + 0.5;

    scale = (0.15 + smoothstep(0.1, 0.9, uProgress)*0.85);
    vec2 uv3_B = (tex1UV - 0.5) * scale + 0.5;

    // Rotated UVs
    rotation = PI*smoothstep(0.15, 0.85, uProgress)*uRotationDirection;
    uv3_A = (uv3_A - 0.5)*Rotate(rotation) + 0.5;
    uv3_B = (uv3_B - 0.5)*Rotate(PI+rotation) + 0.5;

    // Change the opacity of the texture
    progress = smoothstep(0.8, 0.3, uProgress);

    // Mask
    float c3 = Circle(centeredST, 0.2, 0.01);

    // Masked texture (based on the alpha value)
    vec3 t3_A = texture2D(uTexture0, uv3_A).rgb;
    vec3 t3_B = texture2D(uTexture1, uv3_B).rgb;
    vec3 t3 = mix(t3_B, t3_A, progress);
    t3 *= c3;

    // Remove this mask from the previous layer
    t2 *= 1.0 - c3;

    color = t0 + t1 + t2 + t3;

    gl_FragColor = vec4(color, 1.0);
  }
</script>
<script type="x-shader/x-vertex" data-vertex-shader>
  attribute vec2 uv;
  attribute vec2 position;

  varying vec2 vUv;

  void main() {
    gl_Position = vec4(position, 0, 1);

    vUv = uv;
  }
</script>
              
            
!

CSS

              
                * {
  box-sizing: border-box;
}

html, body {
  margin: 0;
  padding: 0;
}

.font-display {
  font-family: 'Playfair Display', serif;
}

.font-body {
  font-family: 'Chivo', sans-serif;
}

.tp-dfwv {
  z-index: 2;
}

#app {
  height: 100vh;
  position: relative;
  width: 100%;

  canvas {
    height: 100%;
    position: absolute;
    width: 100%;
  }
}

#controls {
  align-items: center;
  display: flex;
  justify-content: space-between;
  left: 0;
  mix-blend-mode: difference;
  padding: 0 4px;
  pointer-events: none;
  position: fixed;
  top: 50%;
  touch-action: none;
  transform: translateY(-50%);
  width: 100%;
  z-index: 2;

  @media (min-width: 1024px) {
    padding: 0 30px;
  }

  button {
    background-color: transparent;
    border: none;
    color: white;
    cursor: pointer;
    font-size: 16px;
    outline: none;
    padding: 0;
    pointer-events: auto;
    position: relative;
    touch-action: auto;

    &[data-dir="-1"] {
      transform: rotate(-90deg);
    }

    &[data-dir="1"] {
      transform: rotate(90deg);
    }

    &::after {
      bottom: -0.5em;
      background-color: currentColor;
      content: "";
      display: block;
      height: 2px;
      left: 0;
      position: absolute;
      transform: scaleX(0);
      transform-origin: left center;
      transition: 0.35s transform;
      width: 100%;
    }

    &:hover {

      &::after {
        transform: scaleX(1);
      }
    }

    @media (min-width: 1024px) {
      font-size: 16px;
    }
  }
}

#slides {
  align-self: center;
  display: flex;
  height: 100%;
  justify-content: center;
  left: 0;
  mix-blend-mode: difference;
  padding: 0 60px;
  position: fixed;
  top: 0;
  width: 100%;
  z-index: 1;

  @media (min-width: 1024px) {
    padding: 0 100px;
  }
}

.slide {
  align-items: center;
  color: white;
  display: flex;
  flex-direction: column;
  justify-content: center;
  text-align: center;

  &__title {
    font-size: 34px;
    line-height: 0.7;
    margin-bottom: 0.85em;

    @media (min-width: 1024px) {
      font-size: 80px;
      line-height: 1;
      margin-bottom: 0.25em;
    }
  }

  &__subtitle {
    letter-spacing: 0.1em;

    @media (min-width: 1024px) {
      font-size: 22px;
    }
  }

  &:not([data-current]) {
    display: none;
  }
}

              
            
!

JS

              
                import { Renderer, Program, Mesh, Triangle, Texture, TextureLoader, Vec2 } from 'https://cdn.skypack.dev/ogl'
import { gsap } from 'https://cdn.skypack.dev/gsap'

class App {
  constructor(target) {
    this.target = target
    this.currentTextureIndex = 0
    this.nextTextureIndex = 0
    this.isAnimating = false

    this._resizeCb = () => this._onResize()
    this._clickCb = e => this._onClick(e)
  }

  init() {
    this._setup()
    this._addListeners()
    this._loadTextures()
    this._createBackground()
    this._onResize()

    gsap.ticker.add(() => {
      this._updateTexturesUniforms()

      this.renderer.render({
        scene: this.mesh
      })
    })
  }

  destroy() {
    this._removeListeners()
  }

  _setup() {
    this.renderer = new Renderer()
    this.gl = this.renderer.gl

    this.target.appendChild(this.gl.canvas)

    this.gl.clearColor(1, 1, 1, 1)

    this.slides = [...document.querySelectorAll('[data-slide]')]
    
    // Upload empty textures while source loading
    this.textures = [
      new Texture(this.gl),
      new Texture(this.gl),
      new Texture(this.gl),
      new Texture(this.gl)
    ]
  }

  _loadTextures() {    
    const urls = [
      'https://picsum.photos/id/218/1920/1280',
      'https://picsum.photos/id/202/1920/1280',
      'https://picsum.photos/id/173/1920/1280',
      'https://picsum.photos/id/227/1920/1280',
    ]
    
    urls.forEach((url, index) => {
      const img = new Image()

      img.crossOrigin = 'anonymous'

      img.onload = () => {
        this.textures[index].image = img
      }

      img.src = urls[index]
    })
  }

  _updateTexturesUniforms() {
    this.program.uniforms[`uTexture0Size`].value = new Vec2(
      this.textures[this.currentTextureIndex].width,
      this.textures[this.currentTextureIndex].height
    )

    this.program.uniforms[`uTexture1Size`].value = new Vec2(
      this.textures[this.nextTextureIndex].width,
      this.textures[this.nextTextureIndex].height
    )
  }

  _createBackground() {
    const geometry = new Triangle(this.gl)

    this.program = new Program(this.gl, {
      vertex: document.querySelector('[data-vertex-shader]').textContent,
      fragment: document.querySelector('[data-fragment-shader]').textContent,
      uniforms: {
        uScreenSize: { value: new Vec2() },
        uProgress: { value: 0 },
        uTexture0: { value: this.textures[0] },
        uTexture0Size: { value: new Vec2() },
        uTexture1: { value: this.textures[1] },
        uTexture1Size: { value: new Vec2() },
        uRotationDirection: { value: 1 }
      }
    })

    this.mesh = new Mesh(this.gl, { geometry, program: this.program })
  }

  _addListeners() {
    window.addEventListener('resize', this._resizeCb, { passive: true })

    document.querySelectorAll('#controls button').forEach(btn => {
      btn.addEventListener('click', this._clickCb)
    })
  }

  _removeListeners() {
    window.removeEventListener('resize', this._resizeCb, { passive: true })

    document.querySelectorAll('#controls button').forEach(btn => {
      btn.removeEventListener('click', this._clickCb)
    })
  }

  _onResize() {
    this.renderer.setSize(window.innerWidth, window.innerHeight)
    this.program.uniforms.uScreenSize.value = new Vec2(window.innerWidth, window.innerHeight)
  }

  _onClick(e) {
    if (this.isAnimating) return

    const currentTitle = this.slides[this.currentTextureIndex].querySelector('[data-slide-title]')
    const currentSubtitle = this.slides[this.currentTextureIndex].querySelector('[data-slide-subtitle]')

    const dir = parseInt(e.target.dataset.dir)

    this.nextTextureIndex = this.nextTextureIndex + dir
    if (this.nextTextureIndex == this.textures.length) this.nextTextureIndex = 0
    if (this.nextTextureIndex < 0) this.nextTextureIndex = this.textures.length - 1

    const nextTitle = this.slides[this.nextTextureIndex].querySelector('[data-slide-title]')
    const nextSubtitle = this.slides[this.nextTextureIndex].querySelector('[data-slide-subtitle]')

    const tl = new gsap.timeline({
      onStart: () => {
        this.isAnimating = true

        this.program.uniforms.uTexture1.value = this.textures[this.nextTextureIndex]
        this.program.uniforms.uRotationDirection.value = dir
      },
      onComplete: () => {
        this.isAnimating = false
      }
    })

    tl
      .to([currentTitle, currentSubtitle], {
        opacity: 0,
        duration: 0.8,
        onComplete: () => {
          this.slides[this.currentTextureIndex].removeAttribute('data-current')
          gsap.set(currentTitle, { clearProps: 'opacity' })
        }
      })

      .to(this.program.uniforms.uProgress, {
        value: 1,
        duration: 1.6,
        onComplete: () => {
          this.currentTextureIndex = this.nextTextureIndex

          this.program.uniforms.uTexture0.value = this.textures[this.currentTextureIndex]
          this.program.uniforms.uProgress.value = 0
        }
      }, '<0.2')

      .call(() => {
        this.slides[this.nextTextureIndex].setAttribute('data-current', '')
      }, null, '>-0.6')

      .fromTo(nextTitle, {
        clipPath: 'polygon(-10% -30%, 110% -30%, 110% -30%, -10% -30%)',
        yPercent: 100
      }, {
        clipPath: 'polygon(-10% -30%, 110% -30%, 110% 130%, -10% 130%)',
        yPercent: 0,
        duration: 0.7
      }, '<')

      .fromTo(nextSubtitle, {
        opacity: 0
      }, {
        opacity: 1
      }, '<0.2')

      .set([nextTitle, nextSubtitle], { clearProps: 'all' })
  }
}

new App(document.querySelector('#app')).init()
              
            
!
999px

Console